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Once I have all the upgrade choices and Slaanesh's figure loss, I'll set the board for next round and draw the next Old World card. Tzeentch, you may choose to discard one card (in the thread) before you draw for next turn.

The gods strike back as one against the upstart humans, and bathe in the blood of the fallen.

Plunged into Chaos
Each player immediately scores 1 VP for each Peasant token he has claimed. The player who has claimed the most Peasant tokens scores 3 additional VP.Discard this card instead of adding it to the Old World track.

Khorne receives 2 VP for their peasants, then another 3 VP.

The Peasant Uprising continues; each peasant token increases the resistance of its region by one.

I need to hear from Tzeentch whether you are discarding a Chaos card before drawing up to five. I'm updating the rest of your player sheets now.

You get a dial token for placing two corruption tokens in a region. The number of heroes/nobles is irrelevant as far as I know. Pretty sure the FAQ says much the same as well. Placing multiple Nobles does however help those of you going for a VP victory, since each one increases the region's value without altering its resistance.

Number of heroes is immaterial; additionally, it is for placing two or more corruption tokens. The only god that can get multiple DIAL tokens from the same region is Nurgle, using their greater daemon upgrade to place corruption during the summoning phase then placing corruption again with cultists.

With an end to the recent foul rains, disease and death in the Empire, a great celebration arises, fueled in no small part by Slaanesh's dark humor. The royalty of the Empire slip further and further into depravity, offering up control of the kingdom in exchange for carnal escapades.

Degenerate Royalty - 3 - If played in a region with three or more corruption tokens, this card's cost is reduced by three. (It's printed cost is still used to calculate your domination value.)

The Peasant Uprising continues; each peasant token increases the resistance of its region by one.

Khorne (6/7) prepares a Field of Carnage in Bretonnia (other figures may not be summoned away)Nurgle (5/6) sends a leper wandering from the Empire to BretonniaTzeentch (5/6) calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure)Slaanesh (6/6) ignores the others and rewards the Degenerate Royalty of the Empire (no effect)

If you have no figures on the board, figures may be summoned to any region. If you have at least one figure on the board, you must summon to that region or an adjacent region. Figures may be summoned either from your reinforcements, OR from the board itself. There is no discount for summoning figures from the board, it simply allows you to move figures instead of summoning new ones if you wish. You may summon a figure from a region in order to place him in an adjacent region even if none of your other figures are adjacent to that region (ie, a single figure can "walk" across the entire map alone).

Edit: Oh, well, jeez. I see now that you can do that, but it makes no sense to me at all. What is the point of limiting the number of cultists a player has, then, if they can be resummoned a half-dozen regions away while they're still on the board? I thought that a figure had to travel from region to region if it was already on the board.

Editx2: Christ, that's really stupid. I thought that the drawback of you deploying figures to Norsca to use the Warpstone there was that those figures would be more or less cut off unless you Teleported them. Now I see that you can pull them out of there very easily and that seems to blow the whole risk vs. reward equation out of the water.

Conceptually, summoning and moving are the same process: the figure disappears from its current location and materializes in its new location. But the gods themselves are limited in where they can work; having presence in a region allows you to summon figures in that and adjacent regions.

Also, Teleportation is a very powerful ability, which breaks the usual bounds on the gods' influence. There isn't too much of a drawback associated with it (obvious exception: when the first figure of a given god is teleported to a new location).

Well, to be fair it is normally difficult to get to said location without wasting a bunch of order points, so the only way Tzeentch could make that move is thanks to his teleport card getting him there in the first place. The territorial limitations are a little softer in this game, but we are playing as Chaos Gods after all, not some piddly human lord who must march his troops to and fro.

It just seems like BS is all. I'm finding it really hard to make an effective strategy and the figure summoning rules being so easily manipulated makes it much harder. Especially having only six cultists I now strongly regret not taking the cultist upgrade, now that I realize I could move a cultist from Tilea to Kislev with a single power point. I wish the rules had made that a little clearer; the example of a figure "walking" across the board colored my perceptions of the summoning rules in a disadvantageous way.

I guess my point is Teleport is an extremely powerful card, but only in one direction. In the other direction you don't even need special magic, you can just displace a guy from one end of the continent to another provided he has a friend nearby. I think Teleport should be that powerful but it should be so in both directions.

If I were Tzeentch this would irritate me as well, since Teleporting an enemy's figures is really only useful in the first turn of summoning or when an enemy is out of PP. The former case because a power could always negate the Teleport card by summon-recalling a figure, and the latter case being difficult as regions with figures usually fill up with cards before people run out of PP.

It's also useful to take up spell slots in an area. You can simultaneously get rid of a warrior (forcing the other player to pay PP if he wants to move him back) and stop that player from affecting the region in a manner that benefits him.

The Peasant Uprising continues; each peasant token increases the resistance of its region by one.

Khorne prepares a Field of Carnage in Bretonnia (other figures may not be summoned away)Nurgle sends a leper wandering from the Empire to BretonniaTzeentch calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure)Slaanesh ignores the others and rewards the Degenerate Royalty of the Empire (no effect)

Khorne (5/7) sends a cultist into NorscaNurgle (4/6) reinforces his position in Bretonnia with another cultistTzeentch (4/6) redeploys a cultist from Norsca to Tilea, bringing a Warp Stone with himSlaanesh (5/6) sends another cultist into the Empire

The Peasant Uprising continues; each peasant token increases the resistance of its region by one.

Khorne prepares a Field of Carnage in Bretonnia (other figures may not be summoned away)Nurgle sends a leper wandering from the Empire to BretonniaTzeentch calls for the Persistence of Change in Bretonnia ((M), stays in play if Tzeentch kills a figure)Slaanesh ignores the others and rewards the Degenerate Royalty of the Empire (no effect)

Khorne sends a cultist into NorscaNurgle reinforces his position in Bretonnia with another cultistTzeentch redeploys a cultist from Norsca to Tilea, bringing a Warp Stone with himSlaanesh sends another cultist into the Empire

Khorne decides plans are better served by moving his warrior from the Empire to BretonniaNurgle (3/6) oozes a cultist into TileaTzeentch (3/6) continues to redraw the map, sending a cultist with a Warp Stone from the Border Princes to TileaSlaanesh (4/6) decides the time is ripe to whisper in a peasant's ear; a Dark Influence sends the peasant scurrying to Bretonnia (instant effect)